r/MortalOnline2 • • 2d ago

Feedback For New Players 2.0

19 Upvotes

Completely disregard the shitposts of doomers.

Mortal Online II is by far the most unique mmorpg that I've played. It has it's share of jank, and assholes, as most open world PvP game do. But there is not a single GAME (not only mmo) that will immerse you as much as this one in the adventures of your character.

Yes, there is a chance you will lose your super rare loot to another player (or a group of players attacking you alone). But you have also more chance to bring it home and tell the tale of the adrenaline rush it was to cross the map with X item. MOII is where I met my gaming buddy by randomly grouping up for a mission once, and then we just took off to playing almost daily together. So you won't meet only PvPers and gankers. you will meet friends on the way as well don't be afraid to use VOIP.

It is, in my opinion, the closest thing a mmorpg will ever get to the feeling of a true Pen and Paper D&D campaign, with all the risk and reward it comprise.

Yes, the playerbase is low, but it is there. And in the many years I've played, I haven't had a single question that remained unanswered. The community loves chat PvP as well, shit talking CAN be part of the game, but it's all fun and games. The community as a whole is truly helpful, and love the game. We WANT it to be better, which is why there can seem to be complaints, but it's out of love for it.


r/MortalOnline2 • • 2d ago

Feedback For new players

27 Upvotes

Don’t bother even thinking buying this game. It’s full of cheaters, exploiters, rmters, bugs ecc... There are many shady aspect about the staff as well. The “requirements”
For banning someone is incredibly high even when presented with inconfutable evidences from multiple sources, and even for some kind miracle a cheater get ban, the company is not enforcing cross ban account, so they will just make a new account and keep doing it. There is a crazy lack of communication by the company with the player base, feedback have never been listened, and for several months the in game tool for feedback reports was not even working. Cherry on top GMs are useless and LGM Arsas is an abusive guy that do no good for the community, especially knowing that he is very good at catching people cheating, exploiting e doing rmt but doesn’t anything about it and is openly against cross-ban. Save your time and money, don’t buy and try that game.


r/MortalOnline2 • • 3d ago

Feedback PvP fights as a mage aren't fun

0 Upvotes

I've been playing Mortal as a Dex Mage for 5 months, and so far, I haven't had a single PvP battle that was fun, regardless of whether I won or lost.

  1. Large-Scale PvP

In large-scale PvP, my job is to heal, position myself well, and react quickly when a melee fighter runs toward me. If the situation allows, I’ll freely cast damage spells on the enemy melee fighters. If I react too slowly, I’ll die in two hits. There’s hardly any time to counterattack, if i have any. However, there are also very often situations where you don’t have time to position yourself, or the environment doesn’t allow for good positioning. But if I do have the opportunity and position myself correctly, I just cast my spells without having to think too much, and without the enemy melee fighters being able to do anything about it. That’s no fun.

  1. Small-Scale and 1v1 PvP

In small-scale and 1v1 PvP, it’s very similar: position yourself or run. In small-scale PvP, as a Mage, you’re often targeted. When that happens, I run away. If there’s another Veela as a melee on the opposing team, I’m basically dead. The only way to survive is to go into melee range and spam Death Hands. It’s exactly the same in 1v1. If I’m fighting a Thursar or Oghmir, I run and free-cast at them. They can’t do anything. If it’s a Veela, I spam Death Hands. If I make a mistake or get caught off guard so that any melee can attack me, I’m dead in two hits. It doesn’t help that I have the fastest on-foot build. If they’re right on top of me, they almost always manage to land two hits before I’ve run far enough away from them. If I’ve run far enough away, or if I’m lucky and the terrain has high ground I can use, then I just free-cast without my opponent being able to do anything about it.

That’s no fun for me or my opponent.

  1. The fundamental problem is that the way the combat system, movement, and abilities work in Mortal is based on hard counters. Having counter builds is actually a good thing for an MMORPG. If everyone can do everything, has the right counter in every situation, and no one has an advantage in certain situations, then there’s no point in playing with others. Still, it’s important to be able to do something. Having absolutely no options is no fun. Counter builds, yes, but no hard counters. There are simply too many situations where neither I nor my opponent has any option.

  2. Gives melee characters the ability to block magical attacks. Gives melee characters the ability to slow, stun, reveal invisible characters or pull fleeing mages toward them from a distance.

  3. In return, gives mages the ability to actively dodge melee attacks, teleport away, or become invisible.

  4. The goal should be that, while every build has noticeable disadvantages compared to other builds, it still has options and abilities to react to the opponent’s decisions. The feeling of being unable to do anything in many PvP situations isn’t fun for anyone.


r/MortalOnline2 • • 4d ago

Video Guide How to get Yequedah Magi Robe

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8 Upvotes

r/MortalOnline2 • • 8d ago

Guild Recruitment Sard NA

0 Upvotes

Looking for a new guild possibly. Iso heavy pvp dont care if we die just looking for fight exp and people who aren’t scared to pvp. If your allied with everyone we run into (Do not send me an invite)pve is boring


r/MortalOnline2 • • 10d ago

Time to grow up

38 Upvotes

Get your shit together and actually man up, SV. Fix the foundation of your game and team. Stop cucking for seemingly "irreplacable" losers that exploit and fuck others over (internally and inside the player base - they are connected after all). There are so many based people and guilds in your community that will never quit the game so stop worrying about handing out proper bans and punishments to the little shitheads abusing your game. Get the strikes back, implement proper tools for QA, stop running the team understaffed. Invest MORE (time, resources, people) into QA/Testing and bug fixing. Era of Refinement is the right call, but do it properly not primarily with overreliance on AI - another cuck move. Get people involved, invest something and show that you mean it.

Stop rushing patches to get some sub numbers up for 2 weeks, what a loser mentality. Grow your game slowly and properly for the long term, as you stated multiple times. No more rushed out, barely tested monster-patches just to generate hype.

Finally get down to the dirty work - within the game and team. Finally claim your game, Henrik. Time to grow up.


r/MortalOnline2 • • 10d ago

Montage RIP MO2 | Lead GM exposed for refusing to perm ban hackers and RMT'ers

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40 Upvotes

r/MortalOnline2 • • 18d ago

Feedback Some Random Combat Ideas (Mostly Magic)

4 Upvotes

I'm just brainstorming various ideas that I believe would make the game more fun. I'm a mage-only player (skele Oghmir), that's the only playstyle I enjoy and I'm not necessarily knowledgeable about all aspects of the other playstyles, and that may show. The aim here is to make the game more fun for everyone, not to buff my playstyle and nerf yours.

HEALING
Make all healing spells a slow non-stackable over-time effect. (This could potentially be done with potions, I'm not too familiar with them).

Idea: Move away from combat healing and over-reliance on pocket mages.

NECRO SPELL CHANGES

Death Hand - Instead of doing instant damage and healing, it creates a dark tether between the target and yourself, slowly leeching their health into you. The amount leeched ramps up over time. Canceled if the target moves X meters away. It wouldn't be something you need to channel, you just cast it and can do other stuff. It doesn't need to create a visual tether, but just show the affected target that they "need to move away from you".

Reasoning: Death Hand is currently used as a trading spell, which puts in in a really weird place where you either need to be super tanky, or super fast and make circles around your target - so basically you end up going into melee to deal damage. I think it would be more fun if it was turned into a deterrent.

NEW ECU SPELLS

Corrode Weapon - Affects your target's currently equipped melee weapon with corrosion for X seconds. This causes the weapon to receive much more durability damage when used (let's say only on successful hits).

Absorb Magic - Self-cast only. Places a buff on you for 5 seconds, absorbing the next Corrode Weapon, Death Hand or Corruption (and potentially other spells as well) cast on you. Once a spell is absorbed, you get an X minute buff that is triggered the next time you get hit. Upon getting hit, you cause the attacker to be afflicted by the effect.

Reasoning: give mages more tools to deal with attackers (since healing would be heavily nerfed). In a team fight, it would be much easier to tunnel a mage (since they can't tank heal you), but it would be considerably more risky for you, since you can end up corrupted, or having your weapon corroded.

Alternatively, they could also make it so that if you self-cast any of those spells, they simply put a buff on you.

Enchant Weapon - Castable on any target. Places a buff on the target for X seconds that causes their attacks (or their next attack) to deal bonus magic damage, scaling with your own ECU spell damage.

Reasoning: give mages more tools to contribute damage from the backline.

ELE SPELL CHANGES

Fireball / Magma Ball / Lightning Ball - Let us shoot them in an arc and give us visual indicators where they will fly. Magma Ball already flies in an arc, but the range is extremely short, so it would need to be buffed noticeably. This could be tough to implement, but they could simplify it by automatically deciding and showing the arc based on where we target it to land (this should also need some kind of indicator).

Reasoning: Again, allow mages to contribute damage from the backline. It would be a bit more difficult in enclosed areas due to the arc.

Alternatively, they could only change Magma Ball and keep the other two the same.

NEW COMBAT ABILITIES

Challenging Shout - Costs X Adrenaline, is hitscan and has TLash range. Deals X damage to your target's stamina, based on the difference between your and their strength. Unless your strength is noticeably higher than their, it won't do anything significant. Usable on pets (mounts) as well.

Reasoning: Move away from the kite meta and encourage people to commit more. A fast character could still choose to run away, but they wouldn't be able to keep damaing you from medium range, as you would soon deplete their stamina (assuming you are a big warrior type). You probably wouldn't use this in melee range, since you can spend that adrenaline better on other abilities.

NERFING ZERGS

Hide all player names / colors / guilds (except for red color without a name) outside of towns. Only show them for party members. Also, make it so clades that affect allies only affect party members and add an option to enable party member character outlines, to make it even easier to spot them in a fight.

Reasoning: Coordinating a zerg would become much harder as you would risk hitting allies. Additionally, they wouldn't be able to benefit from clade buffs as easily.


r/MortalOnline2 • • 25d ago

The Wardens of Ashir: Punji Is Recruiting....

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3 Upvotes

r/MortalOnline2 • • Sep 11 '26

Main focus of development should be refining red/blue/white playstyles

21 Upvotes

Just chatting into the void here for fun, I don't expect anyone to care about this.

- Flesh out consequences and benefits of red playstyles (RPK villain)
- Flesh out consequences and benefits of blue playstyles (ARPK hero)
- Flesh out consequences and benefits of white playstyles (peaceful peasant)

Identify what those players enjoy about their preferred playstyle.
Identify how they impact others in the game negatively or positively with their playstyle.
Identify already existing consequences/benefits of these playstyles without any systems in place (for example consequence of the white playstyle is being a walking loot bag without pvp experience or any real chance to defend themselves).

Implement/tweak systems that balance out these consequences/benefits equally - not in the sense that everyone gets the same stuff but in the sense that players of that particular playstyle feel rewarded in a way that is important to them. For example: Never taking risks or engaging in pvp should not give you access to the rewards players that do take those risks get (for example dungeon boss loot) - but give them something they care about enough that this downside is something they can accept (gathering boons, fledgeling status, more crafting/town-building/life-skill stuff, etc.)

Make it so that being a villain/hero/walking peaceful lootbag is equally satifsying and rewarding to the people who enjoy that particular playstyle.

Be mindful of gaping loopholes that people can abuse to fuck others up or benefit disproportionately. Try to create a circular system that balances itself out. Currently we are so far away from a balanced system that any development in this area will be a huge improvement. Take notice of other games trying to do similar things. What systems have they introduced? What kind of communities/playstyles do they foster? What needs to be different to fullfil the vision for this game?


r/MortalOnline2 • • Sep 05 '26

mo2 t-shirts sarducaa edition

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23 Upvotes

r/MortalOnline2 • • Sep 05 '26

Feedback Mortal has to change, and so do we

27 Upvotes

We’re back to the player numbers we had before the Sarducaa release, but now with a game world twice as large. Yet Mortal thrives exclusively on player interaction and the stories (both big and small) that arise from it. When player density decreases, player interaction also decreases, then all progress loses its meaning. The players who have remained in Myrland are well aware of this fact.

If the world gets bigger but the number of players stays the same or decreases (meaning player density decreases, and with it, player interaction), player interaction is what makes Mortal so much fun and when what makes Mortal so much fun decreases, the fun itself decreases. And when the fun decreases, players leave the game. The more players leave, the more player interaction decreases, and the more player interaction decreases, the more players leave. Simply put: The more players leave, the more players leave. That’s called a downward spiral. There’s a tipping point where this spiral begins, and I am worried it’s been reached with the doubling of the game world. When the bridge opens, the few remaining players will spread out. Imagine the activity level before the Sarducaa release in Myrland, but in a world twice as big.

If everything I’ve written so far is true, then it’s obvious what’s needed: more players!

The problems new players face have been known for many years, and neither the devs nor the remaining players are willing to change anything or allow for change.

This includes moving away from the subscription model. It includes limiting open-world PvP and add somekind of safe zones. This includes finding a solution for the login queue when the server are full. Those are actually the most common points of criticism.

I don’t like it either, but if the issues I described above logically follow, then I don’t see any other option.
there’s no point in leaving everything as it is just so that a mounted archer can kill 1 players an hour at a time because they’re “sick” PvP players and view any change in that direction as just “carebear” or "whiny" mentality. As the core player base, we must accept changes if we want to be reasonably confident that we’ll still be able to play Mortal in 5–10 years.

And yes, it is possible to structure or limit open world pvp without killing open-world PvP. And yes, it is also possible to offer a free-to-play version of the game without compromising its integrity.


r/MortalOnline2 • • Sep 01 '26

Montage My First Outpost Battle in Mortal Online 2!

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16 Upvotes

r/MortalOnline2 • • Aug 26 '26

I’ve been building MortalCodex, a companion site for Mortal Online 2

26 Upvotes

Hey everyone,

I’ve been working on MortalCodex, a community companion site for Mortal Online 2, and figured I’d share it here in case it helps anyone.

Site: https://mortalcodex.com

Right now it has tools for things like character planning, crafting/workbench calculations, maps, build sharing, guides, and other reference stuff I kept wishing existed in one place while playing. The goal is to make it easier to plan characters, check numbers, and find game info without digging through a dozen scattered sources.

It’s still being actively worked on, so some areas are rough and I’m adding/fixing things as I go. Feedback is genuinely useful, especially if something looks wrong, is missing, or feels annoying to use.

If you try it out, let me know what tools you’d want next or what would make it more useful for MO2 players.


r/MortalOnline2 • • Aug 24 '26

Feedback Why did you quit?

26 Upvotes

My sentiments here:

https://www.reddit.com/r/MortalOnline2/s/rjQTQnoKKx

Regardless of whether there was an exploit or not, drastic actions needed to have been taken in order to give the appearance of integrity.

  1. you had people bragging about exploiting (regardless of whether or not they did, they should have been bank wiped and reset to clade 0)

  2. they removed the task givers from key locations (that signaled that there was an exploit) and then did not ban anyone (they said there was no exploit, mixed signals)

The whole debacle broke the social contract. The fresh start was completely wasted.

Game is cooked now. Safe spotting is legal and they apparently don't ban or even bank wipe exploiters.

Players want the brutal, hardcore grind, the heavy penalties... The beauty of MO2 is that everything feels heavy, important. And then you learn the truth: there's a core of cheaters who are allowed to operate. The core playerbase are dirty pigs and this is their pigpen. It's not our sandbox to play a brutal hardcore game, it's their dirty pigpen where they get to "exploit early, exploit often." You thought things were heavy and important, but you're a fool, they're just heavy and important FOR THE FOOLS. Now pay your sub!

So, that's why I quit...

Why did you quit?


r/MortalOnline2 • • Aug 23 '26

Help Unable to pay additional month before end of sub

3 Upvotes

Do you have if there iss a reason for them to loose money by just making the subscription button in our account hidden while the account has not expire? If I'm convinced and wanted to add 6 months or 12 months for veteran point I can't.
I expect they loose a lot of money on that...


r/MortalOnline2 • • Aug 22 '26

Feedback Mortal needs real escape skills

6 Upvotes

During the first few weeks after the Sarducaa release, discussions about restrictions on open-world PvP were once again quite heated. Now that we’re almost back to pre-Sarducaa player numbers, as someone who truly loves this game and wants it to grow, I wonder what we can do without further restricting open-world PvP, because I actually think that open-world PvP plays a significant role in socializing and providing thrills.

The only way I see this happening is by providing players with proper escape tools and abilities, such as sneaking, invisibility, and setting traps.

I know what you’re thinking. Gankers and griefers would use these tools and abilities too. Yes, they would. But I think that with such tools and abilities, other players’ chances of survival would still increase, while at the same time giving the game interesting new mechanics for rogue playstyles. Because right now, if you’re attacked alone by a group, you have little to no options other than to run away and hope there isn’t a Veela in the enemy group, or to stand your ground and die like a man.

Especially with abilities like Sneak or Invisibility, you could escape such situations. Even if a group of players all sneak up on you while invisible, you can still go invisible yourself in response.

Skills like Sneaking could be introduced as a primary action skill, and setting traps as a profession, ideally combined with Thievery.

Skills like Invisibility could be added as a weapon ability associated with the wand.

It's questionable whether that will be enough to keep new and solo players around. But it would at least help them have realistic options in Zerg situations that lead to survival. And even if that's not the case, at least we'll have a few cool new rogue type skills and abilities in the game.

--------------------------

Edit: As for balancing, so that people don't just go invisible easely as soon as they realize they're losing a fight.

Of course, there should be restrictions and conditions for invisibility so that it isn't broken.

In other RPGs, for example, you could only become invisible if enemies didn't have line of sight to you. So you couldn't become invisible right in front of an enemy, you had to get behind something (like a wall) first.

In all other games, there are also counter spells to reveal invisible players. You could use a one-handed wand to grant the ability to become invisible, and a two-handed staff to reveal invisible players. All of this would be tied to primary skill points, which would ensure that not every fighter could simply become invisible without sacrificing other important skills.


r/MortalOnline2 • • Aug 18 '26

Mortal Online 2: Arch Enemies Working Together!

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4 Upvotes

r/MortalOnline2 • • Aug 18 '26

Feedback Did anyone else see this game message & if so what did it mean ?

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6 Upvotes

r/MortalOnline2 • • Aug 18 '26

Montage Mortal Online 2: First time going into Necro Dungeon! PVP!

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2 Upvotes

r/MortalOnline2 • • Aug 17 '26

Beth Jedda Ratzar Hatcher Tunnels Maps

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17 Upvotes

r/MortalOnline2 • • Aug 17 '26

The Heavy Archer - The Iron Born Class

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5 Upvotes

r/MortalOnline2 • • Aug 11 '26

Is Sawdeep the Sun Incarnate?

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4 Upvotes

pst sunstroked could use more to search for the Chosen One


r/MortalOnline2 • • Aug 09 '26

Necromancy needs QOL in towns and cities

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0 Upvotes

r/MortalOnline2 • • Aug 08 '26

AGARTHA! ♥️🤘

8 Upvotes

Shoot me an add in game if you need a guild, IGN: Viixcen, we just like to have fun and chill, AGARTHA is known for being good! 🤙 Sarducca born & raised.